#version 100
uniform mat3 matrix;
attribute vec2 vert;
attribute vec4 position;
mat2 scale(vec2 scale_vec){
return mat2(
scale_vec.x, 0.0,
0.0, scale_vec.y
);
}
void main() {
vec2 transform_translation = position.xy;
vec2 transform_scale = position.zw;
vec3 position = vec3(vert * scale(transform_scale) + transform_translation, 1.0);
gl_Position = vec4(matrix * position, 1.0);
}